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Currently the renderer supports custom shaders on two levels; renderer_shader and material_shader. The material_shader plugs into a renderer_shader, and only affects the fragment shader. The renderer_shader can take a material_shader, but it also "owns" the entire shader so it can do pretty much anything. There is also a "material" which is just plain data + textures, exposed as a bind group, which "fits" with the material_shader.
Currently the renderer supports custom shaders on two levels; renderer_shader and material_shader. The material_shader plugs into a renderer_shader, and only affects the fragment shader. The renderer_shader can take a material_shader, but it also "owns" the entire shader so it can do pretty much anything. There is also a "material" which is just plain data + textures, exposed as a bind group, which "fits" with the material_shader.
Some examples;
We'll have to figure out how to expose this on the api side.
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